Hello, this is the official Community Chest 4 compilation progress thread. Much like the one I made for Community Chest 3, this will, well, do what the title of the thread says. I've started with what's currently in the WAD so far, and this will function as a changelog for whenever the compiled WAD is updated. In that case, I will also make a post alerting the team and any other readers to the changes. With that said, here we go!

NOTE: Changes made between July 27, 2012 and August 17, 2012 were made during the Public Beta period, and are separated from those made during the pre-release beta period by serrated lines.

General -
* DeHackEd lump contains both level titles and story screen prose. [Prose completed on July 21, 2012]
* There is now custom music for the title screen, intermission screen, and story screen. [July 26, 2012]
* Crouching and jumping is disabled in ZDoom (Z)MAPINFO to prevent ZDoom-exclusive bugs and sequence breaks in some levels. [July 25, 2012]
* DEMO1-3 have been recorded for this WAD. [July 26, 2012] They will be rerecorded before the release of the final version.* Planned: Add par times! These could possibly be computed by yours truly beating the level as fast as possible, rounding my times off to the nearest minute, and adding 30 seconds, as Romero did for the original games.

Graphics -
* Includes cc4-tex.wad, Sphagne's status bar, and all custom graphics packaged with certain levels.
* Included the fixed versions of BRICKPL3, MIDVINEA-D, SKY3, and STONE2B1-3 that esselfortium made for 32in24-11: Occupy Doomworld.
* All levels have title graphics for the intermission screen. [Mar. 22, 2012]
* A HELP screen has been created based on the INTERPIC by Thomas van der Velden, in turn based on his TITLEPIC. [Mar. 22, 2012]
* A rough draft of the ENDOOM screen can be found here. [Mar. 23, 2012]
* BOSSBACK received from Thomas van der Velden, along with an updated TITLEPIC and INTERPIC! [Apr. 10, 2012]
* Created the CREDIT screen (displayed here as a 800×600 screenshot) using ROCK10B for a background and Doom letter graphics for the letters. [Apr. 10, 2012]
* Added a full green font, to go with Thomas van der Velden's green logo. [Apr. 19, 2012]

- Individual Map Changes -
Much like Community Chest 3, I suspect that the vast majority of the changes in this list will be minor or cosmetic in nature — meaning I have no problem with the gameplay. In that case, consider them to be polishing the levels up. Either way, any edits made to each level during compilation will be noted here.

MAP01: Renewed Faith -
* Applied the "secret" flag to the fronts of secrets and monster alcoves to prevent automap spoilers. [Mar. 30, 2012]
* Created a new, 112px-tall variant of METGRAT2 to make the grating near the berserk pack look better Lowered the ceiling of the grating near the berserk pack and applied BRONZEG1 to the upper side to make it look better. [Mar. 30, 2012 Apr. 26, 2012]
* Redid the monster teleporters to do their job faster. [Mar. 30, 2012]
* Obstructive detail reduction: The column with the last non-exit switch now has impassible lines on each side, meaning you can no longer unintentionally "climb" into them. [Mar. 30, 2012]
* Efficiency: Removed zero-height sectors not used for any special texturing effects (the middle of the window at the start, and the aforementioned column) that could be removed without affecting their outer appearance in any way. [Mar. 30, 2012]
* On Hey, Not Too Rough, the shotgun and two shell pickups have now been moved to the first room. [July 1, 2012]
* The music for this level is now quieter. [July 2, 2012]

MAP02: Slugfest -
* The pillars holding the keycards now have their own flats, which change once they sink into the ground, instead of the flats of their surrounding sectors. [Apr. 3, 2012]
* Nitpick: The two "grey panel, black lever" switches now start in the up position instead of the down position. [Apr. 3, 2012]
* The level no longer has a zero-byte REJECT lump, which would crash Boom and other source ports (such as WinMBF) if they attempt to load it. [Apr. 3, 2012]

Spoiler:

* Nitpick: The switch that opens access to the secret plasma rifle now has a metallic top when it rises out of the crate, instead of inheriting the CRATOP flat. The rise also occurs instantly, in order to disguise the texture changing only after it stops moving. (You can thank TeamTNT's programming incompetence for that.) [Apr. 3, 2012]
* The diagonal section of the step after the imp switch in the red key section has been shrunk. Thus, you can no longer get stuck trying to climb onto it if you run right along the west side of the wall. [July 2, 2012]

MAP03: Three is a Charm -
* Obstructive detail reduction: In the southwest part of the level, the tiled pillars have been moved into the wall (example), and the panels now have impassible linedefs in front of them. The combined result is that it is now much easier to get through that passage. [Apr. 3, 2012]
* Redid the monster teleporters to do their job faster. [Apr. 3, 2012]

Spoiler:

* Removed a reference* to The Game* meme, which is now hopelessly dated. It has been replaced with the Community Chest insignia*. [Apr. 4, 2012]
* Marked the front of the elevator secret as Secret (thanks st.alfonzo). [July 1, 2012]

—————————
* Moved a blood decoration on a raised floor rather than on the linedef separating it from the ground (thanks hawkwind). [July 29, 2012]

MAP04: Polluted Paths -
* Applied "secret" and "hidden" flags to all of the double-textured walls so they're drawn as regular walls on the automap, and on secrets and monster alcoves to prevent automap spoilers. [Apr. 7, 2012]
* Applied Block Monster flags to the pillars with teleporting monsters, so you can no longer shoot them off their platforms without killing them. Not a concern when fighting them on the ground; very important when you're shooting them from the walkways. [Apr. 7, 2012]
* Modified walls and pillars that sink into the ground to have their own flats that change when they finish sinking, rather than the flats of the surrounding sectors. [Apr. 7, 2012]
* Nitpick: Lowered the rotary switch to a more reasonable height. [Apr. 7, 2012]
* Removed the Sound Block lines behind the chaingunner before the red door, while keeping the ones that block the enemies behind it from hearing you. The chaingunner is no longer completely deaf. [Apr. 10, 2012]
* Redid the bulletproof window effect using height transfers instead of a lowered ceiling with missing sidedef textures. In addition, I replaced MIDBARSA with METALG to make (darkened) bulletproof glass, because being unable to shoot past a set of metal bars with large, visible gaps between them makes no sense whatsoever. [Apr. 10, 2012]
* Added a border around the building staircase (the staircase itself, not its individual steps) so the transition between its flat and the ground flat around it when it's not built is more natural. [Apr. 10, 2012]
* The monsters in one tunnel now instantly teleport in front of you rather than instantly rising out of the ground, which likely looks better. [Apr. 11, 2012]
* Redid the monster teleporters to do their job faster. [Apr. 12, 2012]
* Moved the bars in the northwest inward so that the cacodemon on the ground can climb the ledge, allowing you to target him more easily. [Apr. 12, 2012]
* Fixed item clipping with two armor bonuses west of the starting room. [July 1, 2012]
* The player no longer has to run over a shell box to get the super shotgun. [July 1, 2012]
* The medikit on the elevator in the southeast has been moved off of it, so they don't end up grabbing it when they're hit. [July 1, 2012]
* Corrected the TEKWALL2 texture alignment on the curving stairs in the north (thanks [WH]-Wilou84.) [July 11, 2012]
* Added more monsters and some extra items in multiplayer (thanks [WH]-Wilou84.) [July 11, 2012]

Spoiler:

* The revenant on the platform in the lava now appears on all difficulty settings. [July 1, 2012]
* The monster count has been increased slightly on Hey, Not Too Rough. In addition, green armor now appears at the start on that skill setting. [July 2, 2012]
* Green armor has also been added on the later skill levels, although it appears later depending on the setting. [July 21, 2012]

—————————
* Adjustments to the level were made by the author. Among other things, you can now get the rocket launcher (the super shotgun has been moved), the revenant at the pit is more dangerous (you must get close to the edge to shoot him, but if you do, his rockets will target you), certain areas in the level are less cramped, and the opposition after the cavern elevator has been moved. [July 28, 2012]
* There are now deathmatch start positions in the level (thanks hawkwind); the first room has had items added to it to turn it into a simple deathmatch arena. [July 28, 2012]
* Fixed midtexture bleeding on the metal bars in the northwest (thanks hawkwind). [July 28, 2012]

MAP05: Installation Decrepit -
* The regular door in the first hallway now opens at the same speed as the locked doors nearby. [Apr. 13, 2012]
* The glass window and console screens now block projectiles. [Apr. 13, 2012]
* Edited the inside of the silver elevator to change textures, and make it so parts of the walls no longer appear to roll up like curtains when the elevator is moving. [Apr. 13, 2012]
* Replaced the giant BIGDOOR1 door with a smaller one using BIGDOORC, because frankly, it looked terrible. [Apr. 13, 2012]* Modified the conveyor belts so that instead of two belts meeting at a diagonal linedef, the length of one belt would end right at the width of the next. Apart from better reflecting how conveyor belts are actually built, this means that outside of ZDoom, the barrels won't snag on the right side when transitioning between sections anymore. [Apr. 13, 2012]
* Fixed the "paper-thin cliff" problem on the roof. [Apr. 15, 2012]
* Added a fence to the roof to provide a plausible reason why the player can't jump off, in lieu of an invisible wall. [Apr. 15, 2012]
* Added additional monsters to the early sections of the level. [Apr. 17, 2012]
* Fixed a blood midtexture bleeding (hur hur) through the floor in the room immediately after the blue skull key door. Thanks to RjY for pointing this out. [May 30, 2012]
* Made the conveyor belts wider in order to make you less likely to get caught on the sides. Unfortunately, this meant I had to rework the conveyor belt scrollers again, so now it's back to the "two belts meeting at a diagonal linedef" set-up with thinner sectors that push the barrels back onto the belt when they get too close to the wall. [July 2, 2012]
* The eastern pillar in the mancubus cage now has an elevator switch like the other one, in case you fall into the southeast of the pit. [July 2, 2012]
* Modified the pit room in ways to improve its workings. I added ways to escape from the pits if you fall in them, and made the middle platform wider so it's harder get from one side of the room to the other without causing the bridges to drop at the end. [July 3, 2012]
* The elevator now uses Boom's standard "elevator" switches, rather than a combination of floor and ceiling movement switches, with the side effect that it is now faster. This is because the original implementation could be broken by standing just out of range of the ceiling switch, but within range of the floor switch. [July 3, 2012]
* The conveyor belt monster teleporters now have safeguards that means blocking their destinations will not prevent 100% Kills. Their teleport lines are also changed to be repeatable instead of one-time-use (which is a terrible idea in general). [July 3, 2012]
* A few more enemies have been added to the level in different places, hopefully to make the monster placement more effective. [July 3, 2012]
* Replaced an appearance of the sky indoors that was much shorter than the height of the building (thanks [WH]-Wilou84). [July 11, 2012]
* Added health to parts of the level. [July 18, 2012]

Spoiler:

* Removed the invulnerability sphere from the Charlie the Unicorn secret because it is complete overkill. [Apr. 15, 2012]
* There is now a more plausible barrier to jumping from the secret at the start, in place of invisible walls. [July 2, 2012]
* The monsters at the end are now only caged if you are playing on Hurt Me Plenty or lower. [July 26, 2012]

—————————
* Fixed the "STAY OUT" graphic, a texture whose width was not a power of 2, and therefore was not rendered correctly in Eternity (thanks esselfortium). [July 27, 2012]
* The player can no longer get behind the computer behind the horned-demon door, and possibly get themselves stuck (thanks Phml and dew). [July 27, 2012]
* There is no longer a random dark strip indented one map unit in front of the fence at the start; the sector has been raised to be level with the floor, and a floor brightness transfer effect has been applied to give it the same light level as the sectors around it (thanks esselfortium). [July 28, 2012]
* The slimefall textures in the red key room no longer bleed through the floor (thanks pcorf). [July 28, 2012]
* Made some texturing corrections, and replaced solid hanging bodies with non-solid ones (thanks hawkwind). [July 29, 2012]
* The crusher in the red key room can now be heard when you're ascending the circular stairs (thanks hawkwind). [July 29, 2012]
* The elevator can now be called up or down from outside. The elevator is also no longer triggered by linedefs in an unrelated area (thanks TNS). [August 2, 2012]
* The forcefields now have a custom translucency map with additive blending. [August 6, 2012]

MAP06: Survival Instincts -
* Fixed noticeable texture alignment mistakes at the start of the level, and at the "Locked" panels. [Apr. 22, 2012]
* In the southwest of the level, the decorative MIDWIND4 bars have been set as impassible. This means the player can no longer run through the bars like they weren't there. [Apr. 22, 2012]
* In the south of the level, in the imps' alcove, the flats in the middle window were misaligned compared to the others. This has been fixed using a custom flat. [Apr. 22, 2012]
* To the east of the entrance indoors, it was possible to fall behind the pile of crates in the southeast corner, and become trapped with no means of escape except through cheating. The rock wall has been moved inward at that spot (and the texture alignment adjusted accordingly) to prevent this. Thanks to RjY for pointing this out. [June 9, 2012]* Planned: When the beta is ready for release, make the exit of the previous level lead into this one, and this level's exit lead into the next level, at an old request of the author's.
—————————
* Fixed some wrong flats (thanks hawkwind). [July 29, 2012]
* Fixed a misaligned face texture just after the exit door (thanks Doohnibor). [July 29, 2012]

MAP07: Hoedown -
* Fixed a HOM in the northwest of the outdooor section in the center, caused by a zero-height sky sector placed next to a sector with a low ceiling. [Apr. 24, 2012]
* The pouring nukage just after the yellow key door no longer blocks movement. [Apr. 24, 2012]
* The bullet boxes near the blue key are now ordinary clips on Hey, Not Too Rough or lower. [July 11, 2012]

MAP08: Cold Reception -
* The trigger in front of the red door north of the megasphere has been moved closer to the door, in order to prevent it from being activated too early. The linedefs also have Boom's PassThru flag applied to them, in order to allow the door to be opened without the triggers eating your keypresses. [Apr. 26, 2012]
* The "activation" script for the elevator at the end of the level has been modified to start faster. Thus, you can no longer run out of the elevator before it drops. In addition, if one player is left outside during co-op and opens the red door when the elevator drops, there is no longer a massive HOM. [Apr. 26, 2012]
* A different nodebuilder has been used on this level, solving the bleeding texture problem at the frozen waterfall (thanks [WH]-Wilou84). [July 11, 2012]
—————————
* Removed leftover linedefs, linedef tags, and sector tags that no longer had any purpose (thanks hawkwind). [July 28, 2012]
* Replaced the one-time-use trigger with a repeating one and removed the "second chance" switch that would be opened afterwards, as the set-up confused far too many people. [July 29, 2012]
* The blocking section of the transparent wall should now render correctly in all ports (thanks hawkwind). [July 29, 2012]
* Added "secret" flags to linedefs when appropriate (thanks hawkwind). [July 29, 2012]
* Hid some more control sectors from the automap when the computer map is picked up (thanks hawkwind). [July 29, 2012]

MAP09: Ochregerde -
* In the tunnel with the shotgunner ambush, the player may now climb onto their platform to pick up their shotguns for ammo. [May 2, 2012]
* The above was prevented by the ceiling being the door being just one map unit too low. Now you really can do it this time (thanks RjY). [June 18, 2012]
* Fixed several texture alignment errors minor and major. [May 3, 2012]
* Redid the 3D bridges to use height transfers instead of self-referencing sectors (a Boom feature instead of a rendering hack that could potentially cause errors in hardware renderers). In addition, posts have been erected at either end of the indoor bridge to prevent the player from straferunning onto it from the side; without them, if you attempted it from certain angles, you would fall through the bridge like it wasn't there. Also, the floor beneath that bridge and near its east side have been lowered; at their original heights, you could walk through the bridge like it didn't exist. [May 4, 2012]
* The author has fixed several cases of overlapping items (thanks Crusader No Regret), edited the texturing in places, and added some ammo in small quantities. [July 11, 2012]
—————————
* Two secret areas have had linedefs marked "secret" and hidden (thanks hawkwind). [July 29, 2012]

MAP10: Inner Fear -
* Added PassThru flags on the elevator switch next to the yellow bars near the north of the level, as well as the yellow bars themselves, so you can activate either one without the other eating up your keypresses. [May 5, 2012]
* Speaking of which, you no longer have to look directly at any of the locked-door bars to open them; like in Scythe 2, you can be looking through the gaps when you hit the Open Door button, and they will open. [May 8, 2012]
* Gameplay has been revised slightly by the author. Ambushes have been added, a chokepoint near the red key was removed, and items have been added to rebalance things. [July 22, 2012]

Spoiler:

* The linedef that activates the ambush after the red-switch door has been moved inside the door itself, rather than its sides. Thus, pressing on the outside of the door makes the usual "ungh" noise, rather than none at all (I thought the door was bugged at the time). [July 3, 2012]

—————————
* Fixed a broken teleport linedef in one of the monster teleporters (although it worked correctly without it) and removed unused sector tags (thanks hawkwind). [July 28, 2012]
* The ambushing revenant quartet now faces away from you when you teleport, allowing the player a greater chance of surviving the battle the first time they play (thanks Phml). [July 28, 2012]
* Replaced the original background music, "Ice," with a remake titled "Icicles" by the same artist with the author's blessings. [July 28, 2012]
* Fixed a misaligned texture and flagged a secret door linedef as "secret" (thanks hawkwind). [July 30, 2012]

MAP11: The Grotto -
* Rebuilt the nodes to make the following changes, simultaneously fixing a nodebuilding error at the winding techbase stairs at the start. Prior to this, there was an otherwise inexplicable, invisible barrier in the middle of one of the stairs, not defined by any linedef in the level. [May 17, 2012]
* The red skull key door switches are now actual switches instead of just "Locked" panels that change to "Granted" when pressed. The "Locked -> Granted" effect was also redone to look better. [May 17, 2012]
* There is now a PassThru flag on the linedef north of the blue skull bars. Previously, you could not open them from any distance besides "close enough to kiss them." [May 17, 2012]
* The early, three-floor elevator now moves as fast as the later two-level elevator does. [May 17, 2012]
* Corrected misaligned textures around the red skull and in the passage south of the yellow card (thanks [WH]-Wilou84). [July 11, 2012]
* The elevator switches now have new textures that make it clear whether they move the elevator up or down. [July 11, 2012]
* Corrected misaligned textures on a wooden bridge and the window bars before the yellow skull door. [July 12, 2012]
* One of the stalagmites in the room next to the blue card has been moved so as to not block the player when they head upstairs. [July 12, 2012]

Spoiler:

* Monster teleportation at the winding staircase has been made much faster, and a second teleport spot was added for the imps to arrive on. Previously, the speed of teleportation could vary enough that the player could outrun the ambush before it could occur. [May 17, 2012]
* The door to the "four backpacks" secret no longer has moving doortracks. [May 17, 2012]
* The soulsphere secret behind the blue reactor core now has widened activation range, so that it is harder to miss when moving quickly. [May 17, 2012]
* Switched the invisibility and soul spheres near the start of the level, at the request of the original author. [July 1, 2012]
* Modified the sewage tunnel secret to be easier to access, at the request of the original author. [July 1, 2012]
* There is now a way to access the BFG in -nomonsters mode, although you have to be fast to be able to access it. [July 11, 2012]

—————————
* The lowermost red skull signs around the red skull door no longer suffer HOM after the switch drops (thanks Memfis). [July 27, 2012]
* The monster teleporter over the BFG that was mistakenly broken has been fixed, and an unused sector tag removed (thanks hawkwind). [July 28, 2012]
* In case you skip any of their associated linedefs, the auto-opening doors can now be opened manually. [July 28, 2012]
* The "locked in the room" sequence no longer occurs if you're playing in -nomonsters mode. It will, of course, happen as usual outside of it. [July 30, 2012]
* Replaced leftover elevator switch textures with the new textures described above. [July 30, 2012]
* Flagged several control sectors as "hidden" (thanks hawkwind). [July 30, 2012]
* The "rising, translucent monitors" effect now renders properly; there will no longer be a bright patch above the monitors that disappears when they appear, and this effect should render correctly in Risen3D (thanks hawkwind). [July 30, 2012]
* Removed a narrow crevice; the sector next to it now sources its dropping floor effect from a dummy sector (thanks hawkwind). [July 31, 2012]
* Fixed inconsistent slime damage at the yellow keycard (thanks hawkwind). [July 31, 2012]
* Fixed an incorrect ceiling flat at the switch that unlocks the exit (thanks hawkwind). [July 31, 2012]
* Corrected texturing among the cyberdemons' pens (thanks hawkwind). [July 31, 2012]
* Fixed a switch east of the three-tiered elevator that still caused the elevator to move slowly, unlike the other switches. [August 6, 2012]
* Fixed missing textures in the lower red skull switch. [August 6, 2012]
* The windows and forcefields now have custom translucency maps. You can now see through them more easily. [August 6, 2012]

MAP12: Nectar of the Gods -
* Renamed from "Caves of Wonder," a temporary name. [April 19, 2012]
* A third version has been sent to playtesters; further changes beyond this point will be spurred by their findings. [May 20, 2012]
* Switched from MAP13 to MAP12. [July 1, 2012]
* Just before the shrine, the ammo alcove now has one shell box on Hurt Me Plenty and lower instead of two (thanks [WH]-Wilou84). [July 12, 2012]
* Finished my custom background music for this level, titled, "It's Gonna Be a Rough Ride." [July 25, 2012]
* A deathmatch arena has been added to this level. [July 26, 2012]

Spoiler:

This arena is based on "Auf Wiedersehen, Sonne" from 32in24-11.

—————————
* Fixed erroneous linedef tags, one of which prevented a monster from teleporting on Hurt Me Plenty and lower (thanks hawkwind). [July 28, 2012]
* The forcefields now use a custom translucency map with additive blending, so you can see through them more clearly. [August 6, 2012]

MAP13: Viral Implant -
* Fixed a minor texture alignment error at the start of the level. [May 23, 2012]* Removed the secret flag that was triggered immediately at the start of the level. A bug in the vanilla .exe caused the Secrets count to read "0%" when there were no secrets to be found, which caused level designers who couldn't think of a good secret to put in their level to put a secret flag in an impossible-to-miss place so there would be no confusion, as Phobus had done. However, Boom fixed this bug, printing "100%" when there were no secrets (which Boom-compatible ports have done since), meaning that this was completely unnecessary. [May 20, 2012]
* Switched from MAP14 to MAP13. [July 1, 2012]
* The music for this level is now quieter. [July 26, 2012]
—————————
* The hanging moss textures should now be aligned correctly on either side (thanks hawkwind). [July 31, 2012]

Spoiler:

* There is now a secret area, which contains a switch; this switch activates crushers situated above caged monsters at the end of the level. When you jump at the crushers, they will stop; if they block you, press on them to open them. [July 31, 2012]

MAP14: Downriver -
* On the highest floor directly east of the door leading to the octagonal building, the barred window to the south can no longer be walked through (even slightly). [April 18, 2012]
* Removed a leftover elevator linedef in the final room. In Boom's compatibility mode, this would cause all untagged sectors to act like elevators. (Yeah, I know you're going to say, "nobody uses that anymore," but you never know...) [April 18, 2012]
* Renamed from "The Falls of Doom" at the request of Processing Control, the author. [June 18, 2012]
* Switched from MAP12 to MAP14. [July 1, 2012]

Spoiler:

* The northern side of the secret elevator behind the chaingun is now impassible. This means you can no longer run up to the bars and block the elevator from rising that way. [April 18, 2012]
* The door beyond that elevator, leading to a soulsphere, can now be opened repeatedly from the southern side. Previously, it could only be opened once on that side, while the trigger to its north could be activated repeatedly; opening it from the inside once, and then setting off the northern trigger would make the room impossible to enter — or to leave, for anyone trapped inside. [April 19, 2012]
* Edited the voodoo doll script controlling the parts of the bridge sinking into lava at the end of the level, by removing the texture change property from the final trigger (which causes them to rise back out), splitting it into two lines, and turning the other line into a "change texture and effect" line. Now, the sections change texture when they start moving; previously, they changed only when they stopped moving. (Again, you can thank TeamTNT's programming idiocy for that.) [April 18, 2012]
* The chainsaw elevator now waits at the floor for five seconds instead of ten, to improve pacing for speedruns (thanks Crusader No Regret). [July 11, 2012]
* The little alcove that opens near the blue key pillar when you get the yellow key now contains two items on all difficulties (thanks [WH]-Wilou84). [July 11, 2012]
* The secret switch that raises the two pillars is now easier to reach (thanks [WH]-Wilou84). [July 11, 2012]
* The secret item with candles at either side has been changed from a single armor bonus to a berserk pack. [July 11, 2012]
* The shotgun boxes secret in the octagon is now reached using a different method. [July 11, 2012]

—————————
* Removed an illusio-pit that you could fall into in one corner of the elevator behind the chaingun (thanks Phml and Memfis)... which was caused by a nodebuilding error. That is, a single sector was split into two for no apparent reason. Thanks a lot, DeepBSP! [July 27, 2012]
* Removed two linedefs inside sectors that they did not reference, one of which referenced another sector, and the other of which referenced an otherwise nonexistent sector (thanks hawkwind). [July 28, 2012]
* One secret wall that drops when you activate it is now visible. [July 28, 2012]
* Fixed a few texturing errors, including missing textures and wrong textures, and removed unused tags (thanks hawkwind). [July 31, 2012]
* The windows of the octagonal building are now fake sectors (thanks hawkwind). [July 31, 2012]
* Removed a completely unnecessary multiplayer-only invulnerability sphere from the red key room (thanks TNS). [August 2, 2012]
* The secret pillars now only rise to the height of the platform you can jump to from them. The secret flag of the sector between these pillars has also been removed. [August 2, 2012]
* The octagonal building's windows now have glass in them, making it clearer that you cannot shoot through them. [August 6, 2012]NOTE: Parts of the level will not render correctly in most source ports with hardware renderers, except for GZDoom and Skulltag/Zandronum. This is because these ports currently do not support the Mordeth bridge effect; the level cannot be edited to fix this without removing the effect entirely.

MAP15: Decomposition -
* The sides of the pillars in the nukage bridge room are now set to Block Monster. This is to prevent you from shooting zombies off their pillars without killing them and subsequently making them harder to hit. [May 24, 2012]
* A set of five skulls on a stick has been placed to the north of the couch. Thus, it is no longer possible to fall in there and trap yourself with no means of escape. [May 24, 2012]
* The glass windows now use height transfers and generally look better. [May 24, 2012]
* Added more space to the bottom of the stairs to the sewer so that you have at least some space to dodge chaingun fire conveniently. [May 24, 2012]
* The baron of hell in the sewer is no longer stuck as a result of his hitbox overlapping a deep hole. Furthermore, the rocks in front of his room no longer deal environmental damage. [May 24, 2012]
* The pit around the blue key now has a means of escape if you fall in. [July 15, 2012]
* Made severe corrections to the level's texture alignment — and, in a few places, its texture use. [July 16, 2012]

Spoiler:

* The corpse at the plasma gun secret and the one at the entrance into the tunnel secret have been moved away a map unit or so from the moving sectors. Thus, they no longer "teleport" onto those sectors when they start moving. [May 24, 2012]
* The barrier that lowers to reveal the red skull key no longer rolls up like a scroll when it's opened. [May 24, 2012]
* The secret flag in the BFG room now encompasses the entire room, rather than just the section of it in front of the air vent you jump in from. [May 24, 2012]

—————————
* You can no longer shoot through the windows in the outdoor section just outside the first room (thanks Doohnibor). [July 28, 2012]
* Added another teleporter in the nukage room, and corrected a track that didn't rise because it was untagged (thanks dewww). [July 28, 2012]
* Fixed a misaligned railing in the nukage room (thanks hawkwind). [August 1, 2012]
* The window bars around the yellow key door no longer bleed through the bottom of the window (thanks hawkwind). [August 1, 2012]
* Most of the windows and the forcefields now have custom translucency maps. [August 6, 2012]

MAP16: The Forgotten Base -
* The exit switch has been rotated 90 degrees and moved all the way to the inner side of the walkway. Thus, it is no longer possible to trivially exit the level seconds after it starts by activating the switch from below. [May 29, 2012]
* Added Roman numeral plates on each building to mark the order in which you're supposed to enter each one. These will be removed when the objective for each building is completed. [May 29, 2012]
* It is now necessary to activate both switches in each of the non-stockpile buildings before access to each teleporter is granted. Previously, it was possible to flip the switch opening the bars, ignore the one that raises the bridge, and then jump down to the still-lowered bridge, trapping yourself unless you used the noclip cheat. [May 29, 2012]
* Removed door-opening actions from the inward-facing linedefs on the bars that block the keycard doors. In ZDoom, if you pressed on these bars, the sector around the bars would act like a door and close, creating HOMs and preventing you from accessing the bars. [May 29, 2012]
* The locked doors can now be opened by pressing their metal parts, not just their skull icons. Additionally, they now fast-open. [May 29, 2012]

Spoiler:

* A super-secret switch has been added that changes the thickness of each pole in the pole bridges from 8×8 to 24×24. You will still have to execute pole-running sequences to get the keys, but they would hopefully much easier to perform after this. [May 29, 2012]
* The invulnerability secret's door has been moved so that its edge doesn't cut through the middle of a monitor. In addition, it now has something to hint towards its existence. [May 29, 2012]

—————————
* Fixed unclosed sectors, including a large one that went completely unnoticed during playtesting, including by the entire playtesting team (thanks Memfis and hawkwind). [July 27, 2012]
* Rebalanced the start of the level so that you can get stronger weapons early without having to find secrets. Consequently, two of the secret items have been changed from those weapons to a soulsphere and megaarmor. [July 29, 2012]* The super-secret switch has been removed, but the yellow key and blue key poles are now thicker by default, likely easing the frustration of many players of the first public beta. [July 29, 2012]
* Fixed the unclosed sectors for real; somehow, the fix listed above didn't make it into the second public beta. ARGH! [August 2, 2012]
* Fixed texturing errors and a unflagged secret line (thanks hawkwind). [August 2, 2012]
* Fixed a massive HOM that didn't get noticed because it only appeared on GLBoom+ (thanks j4rio). [August 7, 2012]
* Removed more overlapping lines. [August 7, 2012]
* The cyberdemon in Building III is now released regardless of which of the switch passages you enter first. [August 13, 2012]
* The author has updated the level to make the following edits [August 13, 2012]:
* Reduced the number of cacodemons in the opening fight to 8 on UV, 6 on medium, 4 on easy, instead of 12, 8 and 4.
* The super shotgun is now in plain sight when you jump down from your start position, so the opening fight will be easier.
* Some extra shells and clips at your starting spot to make the opening fight easier.
* A couple of stimpacks spread across the outdoor area to make the opening fight easier.
* The pole-running sequences are back to the original set-up, but now there is a visible switch that simplifies two of them when activated.
* The megaarmor in the secret crate is now a chaingun again. The super shotgun and chaingun in Building I are removed.
* The soulsphere in the secret crate is now a berserk pack.
* The green armor in Building I is now a mega-armor (to make up for the loss of the mega-armour in the secret crate).

MAP17: Metastasize -
* The first metal barrier to the south of the level no longer rolls down like a scroll when lowered. [May 31, 2012]
* The connectors to the monster teleport rooms are no longer visible. [May 31, 2012]
* The final area is now wider. [July 12, 2012]
* The monster teleporters are now faster, and are no longer prone to monsters wandering around in their pens without teleporting. [July 19, 2012]

Spoiler:

* The secret doors no longer roll up like curtains when opened, and no longer contain moving doortracks. [July 12, 2012]
* The items behind the first secret doors in both the red and blue sections now appear on skill levels lower than Ultra-Violence. [July 13, 2012]

—————————
* Fixed texturing errors and items rendering partially into the wall (thanks hawkwind). [August 3, 2012]
* Fixed cacodemons being awakened in the blue section before they're supposed to wake up (thanks hawkwind). [August 3, 2012]
* The sides of the stairs are no longer impassible. [August 3, 2012]
* Added the plasma rifle and BFG to the available weapons, along with cell ammo, and shifted the weapon progression so that you get the rocket launcher much earlier. [August 3, 2012]
* Planned: Make the first Blue Room less symmetrical in terms of gameplay.

MAP18: Suburbia -
* The pair of teleporters blocked by yellow skull key doors had a PassThru flag on the teleport line in the west, but not on the one in the east. Thus, if you used the western one, you could not escape without using the noclip cheat because the eastern one would block all attempts to open the door in front of you. This has now been fixed. [June 2, 2012]
* It is harder to fall through the bridge near the start of the level from the north. [July 15, 2012]

Spoiler:

* Added a secret switch to make accessing the secret megasphere less irritating. [July 15, 2012]
* The arch-vile behind the red card door has been moved near the switch in the room to give the player more of an opportunity to find cover. [July 22, 2012]
* Placed a box of bullets before the encounter with the revenant after the blue skull. [July 22, 2012]
* Removed the bars from the window in the southernmost section of the level. [July 22, 2012]

MAP19: Technoprison -
* This level is no longer hidden from the automap. [June 3, 2012]
* Changed the fence texture before the yellow key from METGRAT2 to MIDBARSA, which looks much better. [June 3, 2012]

Spoiler:

* A soulsphere now appears before the ambush at the end of the level on Hurt Me Plenty or lower. [July 21, 2012]

—————————
* Corrected minor glitches (thanks hawkwind). [August 4, 2012]
* The forcefield at the start no longer kills the player; instead, it merely blocks them like the other ones. These forcefields also have additive blending now. [August 9, 2012]

MAP20: Interstellar Sickness -
* Removed duplicate entries and unused textures when bringing the resources used by this level and the next into the WAD. [Apr. 26, 2012]
* The items in the deathmatch arena no longer appear in single-player or co-op play, so it is now possible to get 100% Items. [June 4, 2012]
* Fixed the texture alignment of the blue scrolling texture facing the area you teleport into to begin the level. [June 4, 2012]
* The conveyor belt teleporters now have safeguards to prevent them from being broken. Previously, you could block a monster from teleporting into the level by standing on its landing spot, preventing 100% Kills. [June 4, 2012]
* Fixed the special effect involving corpses being teleported onto the island. The intended effect was to have imp corpses get teleported on as soon as you stepped off the teleporter, using an effect that involves the imps getting killed by crushed barrels and then being scrolled into teleport lines by a conveyor belt. There were two problems: 1) the barrels were fast-crushed, meaning that in Boom, the barrels get turned into a pile of mush without harming anything; and 2) the floor scroller effect used the wrong linedef type (it used the kind that doesn't move objects standing on it). The set-up has now been fixed so that the effect occurs as intended. [June 4, 2012]
* The invisible walls covering the cacodemons near the yellow key before they're released now lower instantly, preventing a HOM from (briefly) becoming visible. [June 4, 2012]
* Fixed overlapping linedefs in two places: one at the sine wave display before the yellow key, and the other at the point where the red sine wave connects to the middle of the bridge in the east. [June 4, 2012]
* The text screen at the start of the level has been redone by lupinx-Kassman, the author, to look more professional. [June 26, 2012]
* In the middle of the orange path to the east, I fixed the texture alignment of two sets of laser emitters, which were displayed correctly in Doom Builder 2, but not in PrBoom+ (thanks [WH]-Wilou84). [July 19, 2012]
* Fixed a monitor behind the yellow key door which displayed "Locked" instead of the intended "Yellow Security," for the reason that the texture involved wasn't a power of 8. [July 20, 2012]
* The music for this level is now quieter. [July 26, 2012]

Spoiler:

* The secret door opened by shooting a button no longer rolls up like a curtain when opened. [June 4, 2012]
* The door to the Jetsons secret no longer rolls up like a curtain when opened, and its doortracks no longer move. In addition, the armor bonus next to it no longer jumps up on top of the door when it opens. [June 4, 2012]
* The invulnerability sphere secret can now be activated more than once. Previously, if you did not enter the secret before it rose back up, you would never be able to activate it again. [June 4, 2012]
* The frames of the "Mega-Doomguy" animation are now aligned correctly, exactly as Megaman's were in his NES games. [July 20, 2012]

—————————
* Corrected texturing errors and other minor glitches (thanks hawkwind). [August 5, 2012]
* The arch-vile trio now teleports to their locations, rather than being carried up into it. This means they can no longer block your movements if you try to run across the spaces where they'll appear. [August 6, 2012]

MAP21: Shaman's Device -
* Removed duplicate entries and unused textures when bringing the resources used by this level and the previous into the WAD. [Apr. 26, 2012]
* In the west of the level, in the northernmost section of the "L," the southeast teleporter has been moved so that its texture doesn't get cut off. [June 12, 2012]
* The rockets placed in front of the elevator with the two revenants on pillars have been moved. Previously, two of the rockets overlapped the edge of the elevator, and so they would teleport on top of it when you called it down. [June 12, 2012]
* Northwest of where the red and yellow key switches are found, the windows now have the Impassible flag applied. Without it, it was possible to edge along the edge of the wall north of the stairs, and then leap through the window into an inescapable pit. [June 12, 2012]
* The Block Monster flag has been placed on the imps' pillars in the easternmost room. Previously, it was possible to shoot the imps off their pillars without killing them, whereupon they would fall into an inaccessible area and prevent 100% Kills. [June 12, 2012]
* The red key's pedestal has been changed from an opening door to a lowering pillar with the key situated in the ceiling. Prior to this, it was possible to grab the red key simply by running into the pillar it was hidden in. In addition, its texture now moves. [June 12, 2012]
* The platform west of the red key has had the Block Monster flag applied. Without it, it was possible to push the cyberdemon off of the platform into the purple pit, forcing you to fight him on a damaging floor if you wanted to kill him. [June 12, 2012]
* In the northeast of the map, the switch in the southeast now starts at "Locked," rather than nonsensically doing so at "Access." [June 12, 2012]
* Fixed the "black field" problem that occurred in PrBoom-plus just after the first "drop" following the teleporting imps. As it turns out, it was caused by the source sectors for the height transfer in that area being too tall; it was fixed by reducing their height by raising their floors, and the floors of the surrounding sectors (which were at the same height) were raised to match. (That area is so ridiculously tall in the first place that it won't make any difference outside of the bugfix anyway.) [June 26, 2012]
* In the northernmost room with the teleport sparks, the walkway no longer rolls down like a curtain when it's called down as an elevator; the architecture in the room has been slightly altered to make this possible. (Performed by lupinx-Kassman, the author.) [June 26, 2012]
* The text screens at the start and end of the level have been redone by lupinx-Kassman, the author, to look more professional. [June 26, 2012]
* The wall northeast of the spike pits no longer rolls down like a curtain when it drops. [June 26, 2012]
* It is no longer possible to fall into an inescapable pit at the wireframe elevator. [June 26, 2012]
* The deathmatch arena now has every item flagged as multiplayer-only. [June 26, 2012]
* It is no longer possible to fall into inescapable pits at the blue/red passageway alongside the arch-vile pods. [June 28, 2012]
* The music for this level is now quieter. [July 26, 2012]

Spoiler:

* lupinx-Kassman has changed the appearance of Shaman at the end of the level so that it now features one of the plasma effects from "DoomonstrationGame*" by Michael "Optimus" Kargas. Also, instead of simply lowering, the monitors at the end now "turn off" when the blue key is inserted. (Kassman did this for Shaman; I did it for the other two monitors.) [June 26, 2012]
* Early on in the level, the squad of imps now teleports into the area faster. [June 26, 2012]
* The frames of the "Megaman's Soccer" Doomguy animation are now aligned correctly. [July 26, 2012]

—————————
* Fixed a bugged monster teleporter that left one cyberdemon stranded outside the map (thanks dew). [July 29, 2012]
* Made multiple texture alignment and rendering fixes (thanks hawkwind). [August 5, 2012]
* The author has updated the level to make the following edits [August 13, 2012]:
* Added some bonus items to any small catwalks along the edges of walls players can reach. This was added due to watching players like TimeOfDeath explore them, only to find nothing.
* Made the invisible barriers around the viles lower instantly, so that they do not get a chance to attack the player as they are being released.
* Made it so that the arch-viles no longer have to see the player to leave the capsules once the barriers are lowered (using scrolling floors).
* Made the changes requested by hawkind, the sector 727 one was accomplished by adding some mid-texures around the floor area of the octogonal grid walkway, so that the player can clearly see what lines block them on that level.
* The pillars embedded into sector 1349 now have a use, as they now act as small lifts that have health in them, though these do not count as a secret, as not all players tend to explore the ledges.
* KS_STWI6 on the large sector 459 lift no longer move with the floor, as the mid-texture no longer meets with the lights seamlessly the way they did before beta 3 (due to another fix I assume)

Spoiler:

* Added an extra secret area near the spike pit, due to players in ZDaemon tending to search for secrets around this area only to come away disappointed.

MAP22: Hell's Limits -
* Added a new song composed for this level by Forty-Two.
* The ceilings of the staircase into the southernmost corridor have been raised. You may no longer bump into the ceiling with your head when speeding down through it (assuming you don't start far away). [June 13, 2012]
* The yellow skull key bars now sink into the water, rather than having their tops remain when they stop moving. [June 13, 2012]
* The conveyor belt monster teleporters now all have safeguards against 100% Kills blockage implemented, not just a few. The few that did have them have been optimized. [June 16, 2012]
* The tunnel of alcoves no longer features pairs of immobilized zombies on Ultra-Violence, which were caused by enemies sharing the "Hard" difficulty flag overlapping each other. [June 16, 2012]
—————————
* Fixed two single-sided lines that had the "double-sided" flag, even if these weren't in the regular playing field. [July 27, 2012]
* Fixed monster closet and secret linedefs visible on the map. [August 5, 2012]
* Planned: Add deathmatch start positions.
* Possible: Move the music to another level?

MAP23: Melting Universe II -
* Renamed from "Melting Universe 2," to be consistent with "Vulcana II."
* The teleporter on the cliff has been moved up into a higher place on the wall, and barricaded with a switch-deactivated barrier, so that the cyberdemon can no longer kill you in the "locking" delay that follows teleportation. [February 28, 2012]
* The monster teleporter has been completely redesigned, so that monsters can no longer wind up stuck outside the level. [February 28, 2012]
* The monster teleporter also has three different landing spots, so that the enemies arrive faster. [July 19, 2012]
* There is now a faster way back up to the cliff, which opens when you reach it an elevator to the cliff that becomes available after you escape the room beyond the yellow key door. [July 22, 2012]

Spoiler:

* Added another teleporter to the lava room, and made the elevator a genuine secret. All teleporters in the room now warp you to the foot of the "stairs" instead. [July 22, 2012]
* The former teleporter to the cliff near the start of the level has been changed into a second secret that gives you a backpack. [July 22, 2012]

—————————
* The landing spot for the teleporter to the valley has been moved, the continued battle at the cliff restructured to be more difficult, and enemy locations for the final battle changed to make it more fun. Pending testing Tested by dew, the player who suggested it. [July 31, 2012]

MAP24: Detachment -
* Removed 48 inexplicable occurrences of an unknown texture named "ADLCHAIN" that was in no visible location; took out five instances of "A-DROCK1" (a Plutonia texture that appears as ROCK8 in the texture resource) that were also in no visible locations; and replaced all instances of PLAT128B, a texture that was removed from the texture resource in 2009. [May 23, 2012]
* Once the player takes the teleporter to the final area, they can now return to the rest of the level by stepping back on the teleport pad they landed on. [June 17, 2012]
* Used same-height height transfer effects to fix midtexture bleeding on the glass windows and in the mangled corridor after the red key door. [June 17, 2012]
* When the floor collapses in one room, the big pillar rising out of the lava previously kept the lava texture and effect on its top, and changed to rock only when it stopped moving — the same Boom bug mentioned in the changelogs of other levels. As usual, the script has been edited, with mixed "regular rising floor" and "change texture and effect" linedefs, to make sure the change occurs when it starts moving. [June 17, 2012]
* The items in the first secret now appear on all skill levels. [July 18, 2012]
—————————
* Removed an overlapping linedef (thanks hawkwind). [July 28, 2012]
* Fixed monster closet and secret linedefs visible on the map. [August 5, 2012]

MAP25: Nightmare Complex -
* For whatever reason, the arachnotrons intended to teleport into the level were placed outside of their teleport boxes. They have been moved back in.
* One of the steps in the middle of the tunnel had a piece missing underneath a hole, causing HOMs. It has been restored. [June 18, 2012]
* The fire texture in the tan-colored marble area now animates. [June 18, 2012]
* The texture alignment has been corrected in several places. [June 18, 2012]
—————————
* Fixed monster closet and secret linedefs visible on the map. [August 5, 2012]
* Added ceiling brightness transfer effects, flagged a linedef as secret, and hid multiple control sectors from the automap (thanks hawkwind). [August 8, 2012]
* The stair switch is immediately accessible, and now it releases all of the monsters at once rather than one batch at a time. [August 13, 2012]

MAP26: Reaper's Digest -
* Added a medikit right in front of the player on Ultra-Violence or higher, as the start of the level might otherwise be a little too ridiculous for someone starting with low health. (Yes, it's meant to be played from a pistol start, but there are limits...) [June 18, 2012]
* The first arch-vile could be blocked from teleporting by standing on its landing spot, preventing 100% Kills. This is no longer possible. [June 19, 2012]
* The monster teleporter after the switch in the library was slow to the point of uselessness, due to the strange decision to link the conveyor belt to one sector in the playing area, which allowed the monsters to wake up and fight against the belt trying to teleport them. They have been replaced with a different set-up that does not feature this, and includes safeguards against their teleports being blocked (like with the arch-vile). [June 19, 2012]

Spoiler:

* The partial invisibility secret was located on a sector thin enough that you could miss registering it if you ran over it too quickly. It has been moved to the much larger sector in front of it. [June 19, 2012]
* The player no longer has to pick up the secret super armor to leave the alcove it's found in. [July 12, 2012]

MAP27: Vulcana II -
* Moved decorative blood off of the first elevator and onto the sector in front of it. This is because unlike decorative corpses, the blood/guts decorations are not affected by floor movement, so they nonsensically float in the air instead. [July 15, 2012]
—————————
* Added more radsuits in the lava pit. [August 6, 2012]

Spoiler:

* The switch for the secret megasphere near the red key has been changed from a gunfire switch to a regular switch due to confusion over how the secret is supposed to be accessed. An arch-vile jump is required to get to it now, outside of -nomonsters mode (where, as usual, an alternate method is available). [August 6, 2012]

MAP28: Crucifix Held Close -
* Removed all unnecessary 0-height sectors (i.e. ones that weren't doors, barriers, or solid walls with two textures). This included almost every wall in the first castle, which meant it took more effort to do than usual. [June 25, 2012]
* Did work on correcting texture alignment all around the level. [June 25, 2012]
* Applied the "secret" flag to the fronts of secrets and monster alcoves to prevent automap spoilers. [June 25, 2012]
* The bridge nearest the switch that raises the pillars has been altered so that you can no longer fall through it and trap yourself while walking through the middle. [July 14, 2012]
* The buttons now drop immediately after you step on them rather than doing so after a delay. [July 26, 2012]

Spoiler:

* The blue armor secret no longer rolls up like a curtain when opened. [June 24, 2012]
* There is now a voodoo doll script that eliminates the wait time for the cage to drop at the end if you're playing in -nomonsters mode. This does not affect the final battle outside of it. [July 14, 2012]

MAP29: Spiritual Holocaust -
* Added Block Monster linedefs behind the chaingunners near the rocket launcher pedestal so that it's no longer possible to shoot them out of the window without killing them. [June 28, 2012]
* Removed a leftover damaging floor effect from the first platform you jump onto in the southeast lava cavern. [June 28, 2012]
* There was once an imp in the same cavern immobilized by hanging a little too much over the edge of his platform. He now has more room to move. [June 28, 2012]
* The yellow key door's switch texture now responds to input when you open it. [June 28, 2012]
* Fixed an unclosed sector. [June 28, 2012]
* Moved the rocket boxes at the end of the level enough so that they don't jump up onto the metal pillars as they fall. [June 28, 2012]
* Added exit signs to either side of the exit. [June 28, 2012]
* Removed a leftover scrolling texture at the end of the level (not visible in regular gameplay) as well as a sky transfer used just behind it. The scrolling sky now appears behind the aforementioned exit signs instead. [June 28, 2012]
* Removed off-screen barrel explosions from the end of the level at the author's request. [June 28, 2012]
* The exit line has been moved to the linedef in front of the "portal" rather than further inside. [June 28, 2012]
* The music has been changed at the author's request, from the Skedar Ruins Theme from Perfect Dark to the song "Crawling Vermin," composed by Maxime Tondreau for his game Planet of Cartmans 2. (The song is much better than that description makes it sound!) [July 8, 2012]

Spoiler:

* The FIRELAVA texture in the inverted cross easter egg now animates. [June 28, 2012]
* The revenants rising out of the ground have a height transfer effect on their sector, so that they now actually look like they're rising out of the ground. [June 28, 2012]
* When the Hell Knight pops out of the ground in the southwest of the southeast cavern, one of the rockets no longer jumps up onto the "window" nearby. [June 28, 2012]
* The wall that drops when you activate the switch behind the yellow key door no longer rolls down like a curtain. [June 28, 2012]
* Fixed HOMs that appeared at the start of the level after activating the switch on the bridge in the center of the map. [June 28, 2012]
* The green armor in the northernmost section of the northern cavern no longer jumps up onto the arch-vile's pillar when it drops. [June 28, 2012]

—————————
* Corrected a misaligned texture in the shotgunner passage. [July 28, 2012]
* Updated by the author to fix bugs and add an alternate way to get to the cave secret. [August 13, 2012]

MAP30: Ragnarok -
* Rebalanced the first part of the level to still be hard, but not as ridiculous as before. Among other things:
* Windows were placed at the start of the level, that the cyberdemon cannot shoot you through. A few will drop when you get one of the keys. [June 29, 2012]
* The second arch-vile at the start of the level now appears only in multiplayer. [Jan. 17, 2012]
* Two of the arch-viles at the north of the level now appear only in multiplayer. [Jan. 17, 2012]
* Some extra cells have been added in a few places. [Jan. 17, 2012]
* The elevator puzzle is now a little easier to deal with. [Jan. 17, 2012]
* Placed some extra radiation suits in the west. [June 29, 2012]
* You can now leap out two of the windows in the blue key's tower. The nearby pillars have been adjusted to compensate for this. [Jan. 17, 2012]
* The pillars to the red key have been adjusted to be easier to jump up. Previously, it was possible to slam into a pillar without ascending it and fall off when trying to go fast. [July 1, 2012]
* Fixed stuck demons at the north of the level. [Jan. 17, 2012]
* General texture and lightning clean-up throughout the level. [Jan. 17, 2012]
* Moved certain wall-mounted posts further into the walls so you can't get caught on them. [July 1, 2012]

Spoiler:

* The secret soulsphere in the west has been replaced with a megasphere in single-player. Its barrier now opens faster as well. [June 29, 2012]
* The grey Icon of Sin texture now renders correctly in PrBoom-plus. [July 1, 2012]

MAP31: Mortar Combat -
* Applied the "secret" flag to the fronts of secrets (with one exception) and monster alcoves to prevent automap spoilers. [May 29, 2012]
* It is no longer possible to skip the linedef releasing the mancubus in the east. [May 29, 2012]

Spoiler:

* A voodoo doll script finishing the level has been added that kicks in when you reach the secret exit just in case the player's corpse fails to exit the level when the explosions kill him — as it did the very first time I reached it! [May 29, 2012]

—————————
* Fixed a wrong flat (thanks hawkwind). [August 1, 2012]

MAP32: Mutare -
* The blue key door can now be opened from the south. Previously, this was impossible because of an action line blocking the player from opening the door; this line now has the PassThru flag applied, allowing you to open the door. [June 7, 2012]
* The architecture of the jagged cavern (where the arch-vile attacks from a window) in the southeast of the map has been adjusted. It should now (hopefully) be easier to move around in there. [June 7, 2012]
* In the same cavern, you can no longer knock the arch-vile off of its ledge without killing it. [June 7, 2012]
* The switches that activate the row of elevators north of the square-grid stairs are now marked. [June 7, 2012]
—————————
* Fixed two single-sided lines that had the "double-sided" flag. [July 27, 2012]
* Removed the "not cooperative" flag from several weapons accessible in single-player, but not in multiplayer (thanks Anima Zero). [August 5, 2012]
* Updated by the author to revise portions of the gameplay and add a new secret area. [August 10, 2012]

Spoiler:

* Fixed a lowering wall near the start of the level that didn't lower because both the sector and linedef were untagged. This sector was flagged as secret in the update. [August 10, 2012]
* The area beyond the secret wall that drops north of the grid stairs is now flagged as secret. [August 10, 2012]

[WH]-Wilou84 said:Oh I thought [the monster teleporters] were speedy enough. :)
But yeah I'd be interested in knowing how you did that.

Phobus said:
I am also quite interested in how the monster teleports are sped up. Boom conveyors or something?

What I wanted to do was to speed up the teleportation while keeping the traditional "shoot to wake up the monsters" mechanic. No conveyors are involved. The full, gory details can be found in the spoiler below.

Spoiler:

In the submitted versions of the two levels, the monster teleporters take the form of boxes with a teleport line (or many) on the side facing the level, accessible only when a barrier in the box is lowered, and all the monsters on the other side. While it is theoretically sound, the problem comes when the teleport spot is occupied for any length of time; if that happens, the remaining enemy (or enemies) can walk far enough that it will take longer for them to go back to the teleport line and use it; by the time they show up, the player can be quite far away from the ambush spot, which gets annoying if you're trying to get UV max on that level.

In my edited versions, each monster gets its own box, just slightly bigger than they are, with their own teleport lines (tagged identically to the ones in the original boxes) that cut diagonally through each one to make two sectors. One is the sector connected to the level so that they wake up when you shoot (make sure the enemy's center is in that sector); the other is the intended barrier, with the same linedef actions set upon it as the original set-up. The teleport lines, as usual, are located in the direction of the level. When the barrier drops, they teleport as usual — but this time, they won't have much room to wander around, so if their teleport spot gets blocked, they'll warp in as soon as it's not blocked. With this set-up, there should be no noticeable delay between monsters appearing.

In the case of MAP03, I also changed most of the floor-lowering actions to Generalized ones that cause the barriers to drop instantly. The only exception is the spectre in the north of the level, where I felt the delay worked better.

In any case, I've updated the MAP03 changelog with an edit I cleared with Phobus. I also added links within the MAP01 and MAP03 changelogs so you can see how some places looked before and after the edits in question.

For boom-compat monster teleporters, I like to put all the monsters in the same sector, fill it with teleporter lines, and make the sector's height smaller than the shortest monsters' height (but not zero height), that way the monsters will wake up but not be able to move since they're stuck in the ceiling until the sector raises/lowers.

TimeOfDeath said:
For boom-compat monster teleporters, I like to put all the monsters in the same sector, fill it with teleporter lines, and make the sector's height smaller than the shortest monsters' height

"Fill it with teleporter lines" sounds like you are adding more than really needed. Relying on monster height also sounds quite quirky. It seems a lot simpler to just use a multi-sector approach and lower bars/a teleporter pad, while making sure that monsters cross the teleport line (t) on a regular basis[2], in particular, by avoiding a "phalanx formation"[1] or anything else where the path to the teleport line is potentially obstructed by other monsters.

Hirogen - I agree with your method if there are only a few monsters or if you want monsters to teleport instantly (each monster in its own sector with no room to move), but the impression I got from TGH was that there were many monsters.

This might look excessive, but the monsters will always teleport quickly. Also, for me this takes much less time to build (one big sector, join dummy sector for sound, copy/paste teleport lines), instead of each monster having it's own sector.

I have logged some more edits for Polluted Paths, and I have now added a changelog for Installation Decrepit. I've also decided to include planned changes, both to show my intentions and to make note of them so I don't forget to do them. ;)

I've now added changelogs for Survival Instincts, Hoedown and Cold Reception. I also changed the fix I did for the grating in MAP01, and I added a General plan and a note about new graphics.

(The recolored font took more work than you'd think it would, as I had to replace the color translation tables to get the small-font menus in PrBoom-plus to be usable — in the process, working around an obscure bug in the port that causes the keycard/skull key sprites to be recolored in the Boom HUD for no good reason.)

The Green Herring said:
MAP06: Survival Instincts -
* Planned: When the beta is ready for release, make the exit of the previous level lead into this one, and this level's exit lead into the next level, at an old request of the author's.

An easy way to do this leading into Hoedown would be to copy the room with the switch, rockets and demons that is directly behind the player start (removing all non-decorative things, obviously) and use the switch in there as the exit switch, having the player enter the map-transition room through the door that is currently just a textured wall in my map. Would add quite a nice bit of consistency there, even if it's not seen anywhere else in the megaWAD.

what I meant was that when the player activates the the red key switch, and the red bars drop, the monsters would instantly appear behind them exactly as they did before, but it would be accompanied by teleport sparks, the lack of which looks a bit odd to me even though I know this is an old-school special effect being used. The version with teleport sparks, which involves Boom scrollers, is an effect I use in many of my levels. I think what inspired this was the debate that started around the time Speed of Doom came out where people complained about the use of that effect in the WAD because they thought it looked stupid.

After a brief chat with the author, however, I've removed that plan from my changelog. Thank you for the request.

You could use an elevator below ground to bring up monsters, so they "raise" from ground rather than immediately appear, although it depends on ground texture. Alm used it a lot in scythe 2 and it looks a lot less silly than the way it is used in sod.

j4rio said:
You could use an elevator below ground to bring up monsters, so they "raise" from ground rather than immediately appear, although it depends on ground texture. Alm used it a lot in scythe 2 and it looks a lot less silly than the way it is used in sod.

But then it wouldnt be instant. Turbo-speed Boom special is fast indeed, but not instant. I guess Wilou wanted instant =)

I mostly use raise floor fast or turbo myself, but sometimes I also use the good old tag 19.

I've now added a changelog for MAP11: The Grotto, which I chose to end the MAP01-11 "episode" because of its size. My final time was between 30-40 minutes. Also, on Sunday, I got Dutch Devil's blessing to "improve [Inner Fear] as you think it would be the best option" [sic], so the plan behind the spoiler tag will be acted on sometime soon.

I suppose as most of us haven't really seen any maps other than our own we can only comment on the changes to those most of the time. I know I'm waiting to see what changes you'll be making to Viral Implant and then after that the changelog will just serve as a count-down for me :P

Meanwhile, I've sent a third version of my own level to playtesters, and this version is what will be in the compiled WAD, pending any concerns or bugs they bring up. As I described in the post I just made to my level thread, it's now called "Nectar of the Gods," which will be its official name, based on the amount of water in the level. I look forward to whatever my testers find as I go through the rest of the WAD!